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VN Ren'Py KLK Ryûko's Rumble dev thread

lnomsim

Active Member
Sep 12, 2021
577
839
I have two suggestions, not sure if it is what you are looking for, though.

For a tree, you could take a look at how the "bad end theatre" did it, it's a game where you have to make multiple choices and decide how each character is supposed to act to reach different endings.

Each character has a sheet with their tree, only the branchings are visible, and the specific choices that unlocked a branch only appear when the right combination of character behaviour and story choices have been made.

(but I guess that's way more complex than what you will be doing with that game.)

For the character sheet, Harem Hotel has a very food system that shows the "level" of with different actions of each characters. It gives an idea of what you can/cannot do with them.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
I have two suggestions, not sure if it is what you are looking for, though.

For a tree, you could take a look at how the "bad end theatre" did it, it's a game where you have to make multiple choices and decide how each character is supposed to act to reach different endings.

Each character has a sheet with their tree, only the branchings are visible, and the specific choices that unlocked a branch only appear when the right combination of character behaviour and story choices have been made.

(but I guess that's way more complex than what you will be doing with that game.)

For the character sheet, Harem Hotel has a very food system that shows the "level" of with different actions of each characters. It gives an idea of what you can/cannot do with them.
So basically this ?

8mzzXU.png
It looks nice, however I see one big problem compared to my game which is that I actually only have 1 playable character.

The whole tree is based on Ryûko's choice, which means side-characters don't really have their own tree. Events tied to each character are not necessarily linked between each other, but they're all linked to Ryûko's tree. That means players can reach some events of 1 LI independently from the other events of the same LI. I think it could easily become nightmarish to make a visual representation of it.

However you gave me a really nice idea which is giving a color scheme to my decision tree, so people can also know to which characters are related each events / branching.

I will check Harem Hotel too.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
Hello everybody.

Here comes another post to show you the progress I made last week. I'm so close of the finish line for the test-build right now. :D

Regarding artworks, here's another overview of my CGS folder :

10.png

I did add a color system to my choice tree players can easily identify content which is specifically related to a character. The colors used for each character will be the same as the colors used to display their name ingame. I also reworked visuals so players can also check more easily which scene they missed.

I worked more on the 'journal system' (which is now simply renamed log') in order to make it more useful.
Each important secondary character will have their own diary which will summarize their background, their relationship status with Ryûko, and every key elements for which it will be necessary to focus on in order to move the story forward.
This will be especially useful in the long run to keep track of each character.

That's all.
 

Envy*

Well-Known Member
Apr 10, 2022
1,387
1,696
Salut, tu as une date pour quand le jeu sera disponible au public ?
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Hello , do you have a date for when the game will be available to the public ?
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
Salut, tu as une date pour quand le jeu sera disponible au public ?
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Hello , do you have a date for when the game will be available to the public ?
Si tout se passe bien, la version test sera prête d'ici la fin du mois de mai.
Je compte ensuite me laisser 1 mois pour faire tester le jeu, réceptionner les retours, peaufiner les derniers éléments et le cas échéant modifier ce qui ne va pas. Donc en théorie, je pourrais publier la 1ère version du jeu fin juin / début juillet.

Mais si je fais ça, alors je me brûle les ailes, car cela signifierais pas de mise à jour du jeu avant 6 mois derrière. Actuellement les artistes qui produisent les visuels les plus importants sur mon jeu ne seront que partiellement disponibles pour bosser dessus cet été et donc cela va être impossible de sortir une mise à jour rapidement derrière et encore pire, cela me mettrait dans une situation d'urgence dès le début.

Je préfère éviter cela et au contraire prendre de l'avance dans le développement du jeu, avoir des illustrations en réserve et ainsi pouvoir lancer le jeu au grand public tout en sachant derrière que j'ai tout les éléments et ressources pour pouvoir enchaîner derrière. Pour moi cela voudrait dire une sortie pour Septembre / Octobre.

J'ai pas encore commencé la traduction en français d'ailleurs, c'est un vrai merdier tellement j'ai d'images à reprendre rien que pour la V0.1, je dirais facilement une quarantaine.

----------------------------------------------------------------------------------

If everything goes well, the test build should be ready by the end of may.

Then I plan to leave myself 1 month to test the game, collect feedback, polish the very last elements and if it's necessary modify what needs to be modified. So in theory, I could publish the 1st public build of the game by the end of June / beginning of July.

But if I do that, I'm putting myself in a pretty bad spot, because it would mean not being able to update the game for at least 6 months. Artists who are making all the most important visuals assets for my game will only be partially available to work on it during this summer and so it won't be possible to release an update quickly afterwards and even worse, it would put me in an emergency situation from the very start.

I'd rather avoid that and instead get a head start on the development of the game, have some artworks in reserve and then be able to launch the public build knowing that I have all the resources to follow through. At the end this would mean a release for September / October.
 
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lnomsim

Active Member
Sep 12, 2021
577
839
Si tout se passe bien, la version test sera prête d'ici la fin du mois de mai.
Je compte ensuite me laisser 1 mois pour faire tester le jeu, réceptionner les retours, peaufiner les derniers éléments et le cas échéant modifier ce qui ne va pas. Donc en théorie, je pourrais publier la 1ère version du jeu fin juin / début juillet.

Mais si je fais ça, alors je me brûle les ailes, car cela signifierais pas de mise à jour du jeu avant 6 mois derrière. Actuellement les artistes qui produisent les visuels les plus importants sur mon jeu ne seront que partiellement disponibles pour bosser dessus cet été et donc cela va être impossible de sortir une mise à jour rapidement derrière et encore pire, cela me mettrait dans une situation d'urgence dès le début.

Je préfère éviter cela et au contraire prendre de l'avance dans le développement du jeu, avoir des illustrations en réserve et ainsi pouvoir lancer le jeu au grand public tout en sachant derrière que j'ai tout les éléments et ressources pour pouvoir enchaîner derrière. Pour moi cela voudrait dire une sortie pour Septembre / Octobre.

J'ai pas encore commencé la traduction en français d'ailleurs, c'est un vrai merdier tellement j'ai d'images à reprendre rien que pour la V0.1, je dirais facilement une quarantaine.

----------------------------------------------------------------------------------

If everything goes well, the test build should be ready by the end of may.

Then I plan to leave myself 1 month to test the game, collect feedback, polish the very last elements and if it's necessary modify what needs to be modified. So in theory, I could publish the 1st public build of the game by the end of June / beginning of July.

But if I do that, I'm putting myself in a pretty bad spot, because it would mean not being able to update the game for at least 6 months. Artists who are making all the most important visuals assets for my game will only be partially available to work on it during this summer and so it won't be possible to release an update quickly afterwards and even worse, it would put me in an emergency situation from the very start.

I'd rather avoid that and instead get a head start on the development of the game, have some artworks in reserve and then be able to launch the public build knowing that I have all the resources to follow through. At the end this would mean a release for September / October.
Je peux donner un coup de main pour la traduction au cas où, j'ai déjà pas mal d'expérience, j'ai traduis des mods (LA pour emergency), un jeu (Wolf's law), plusieurs séries TV (MLP, Ladybug et autres), ainsi que des livres et des mangas.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
Je peux donner un coup de main pour la traduction au cas où, j'ai déjà pas mal d'expérience, j'ai traduis des mods (LA pour emergency), un jeu (Wolf's law), plusieurs séries TV (MLP, Ladybug et autres), ainsi que des livres et des mangas.
I don't have any problem with translation itself. I think it's mostly a question of working methods about making and editing text embedded in images.

I'm really an artist mysef, so my work is really artisanal and it consumes a lot of my time. Translating therefore requires me to double the time spent on those visuals.

For example, I have about 22 layers like this one to redo in French:
Calc 1.png

How did I made it in the first place?

I found the official KLK font and created a folder with all the letters of the alphabet in .PNG files. Then I repositioned everything on a transparent background and individually positioned each letter one by one in order to make sure everything was perfectly placed. And that's just one thing about inlay text. I have plenty more to do.

I'm sure there are better ways to do it, but as I said, my skills are too limited and I have a lot of other things to do.

-------------------------------------------------

La traduction ne me pose pas de problème en elle-même. Je pense que c'est surtout une question de méthodes de travail pour tout ce qui est traitement et modification des textes incrustés dans des images.

Je ne suis pas un artiste du tout, donc mon travail est vraiment artisanal à ce niveau et consomme énormément de mon temps. Traduire m'oblige donc à doubler le temps passé sur ces visuels.

Par exemple j'ai 22 calques comme celui-ci à refaire en français : Calc 1.png

Comment je les ai fait à la base ?

J'ai récupéré la police d'écriture officielle de KLK et je me suis constitué un dossier avec tous les caractères de l'alphabet sous format .PNG. Ainsi je repositionne tout sur un fond transparent et positionnant individuellement chaque caractère un par un afin de m'assurer que tout soit parfaitement droit et aligné.

Et ça c'est juste un élément concernant les textes incrustés. J'en ai plein d'autres à faire.

Je suis sûr qu'il y a de meilleures façons de faire, mais comme je l'ai dit, mes compétences sont trop limitées et j'ai énormément d'autres choses à faire.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
Hello everybody.

It's been a while since I made a post so let's go.

The production of the very last artwork I need for the test-build is starting tomorrow.
So I guess this is how the update overview will look like tomorrow :

10.png

I spent a lot of time writing since my last post. To be honest it's been 3 weeks that I've only been writing, writing and writing.
The script for the 1st update following the release is now something like 85 % done and half of it has already been proofread.
If everything goes well, then I think I should be able to have this update's script completed by the end of the next week.

My next objectives after that will be to :

- Start commissioning the art for this 1st update.

- Work on the official translation.

- Work on the script of the 2nd update.

But first of all, I will also be able to start play-testing very soon. At best in something like 3 weeks and at worst 5.

I will contact next week all the people on my short-list who have not yet been contacted and give them more details about what I'm looking for regarding those playtests.

Thanks for reading. Here is a little bonus :) :
11.png
 

JEQU

New Member
Dec 9, 2021
12
1
Hello everybody.

It's been a while since I made a post so let's go.

The production of the very last artwork I need for the test-build is starting tomorrow.
So I guess this is how the update overview will look like tomorrow :

View attachment 2615951

I spent a lot of time writing since my last post. To be honest it's been 3 weeks that I've only been writing, writing and writing.
The script for the 1st update following the release is now something like 85 % done and half of it has already been proofread.
If everything goes well, then I think I should be able to have this update's script completed by the end of the next week.

My next objectives after that will be to :

- Start commissioning the art for this 1st update.

- Work on the official translation.

- Work on the script of the 2nd update.

But first of all, I will also be able to start play-testing very soon. At best in something like 3 weeks and at worst 5.

I will contact next week all the people on my short-list who have not yet been contacted and give them more details about what I'm looking for regarding those playtests.

Thanks for reading. Here is a little bonus :) :
View attachment 2616261
looks great ill keep my eye on this m'kay?
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
I can’t wait to play this! I discovered it through Reddit and now I find it on F95? Fate, it must be!
Yes, I made a post on both Lewdgames and Kill-la-Kill R34 subreddits since I thought it wouldn't be a bad idea.
I try not to restrict myself to F95 website, but to be honest, there are not many other sites than this one to keep a devlog.
Reddit is nice for one-off posts but no more.
So people who know best about this project are either here or on my discord.
 

Envy*

Well-Known Member
Apr 10, 2022
1,387
1,696
Plus je vois les artwork, plus j'ai envie d'être le jour J pour y jouer !! J'espère qu'il y aura des scènes ou même une histoire entre esclave/maitresse, et de l'inceste à foison !
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The more I see the artwork, the more I want to be there on the big day to play it ! I hope there will be scenes or even a slave/mistress story, and incest galore !


0eca82142481add1ddc8d8b031b91d23.gif
 
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Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
Signature_Lewd.png

Hello Everybody.

It's time to make another progress report.

Let's get straight to the point : I've almost crossed the finish line on the 1st build.
There's a ton of new art as you can see on the banner above.

The very last artwork I need for my playtest is currently halfway done.
I think it should be completed in something like 10 days, and playtesting will start right away when it's done.
I'm still missing some originals musics, but that's all right for the playtest as all the most important ones are here.

I've already contacted all the people involved in this playtest phase, I know more people want to get involved too, but I prefer to limit playesting to a handful of people.

I'm in the process of making the final corrections to my current build so it will be polished enough when I send the playtest build.

I'm bound to have a lot of "dilemmas" regarding this build which is basically a big introduction.

1) Finding the right balance between saying too much (which could be boring for people that actually know Kill-la-Kill) and not enough (which could lead to newcomers being lost).

2) Finding the right balance between interactivity and usefulness, as I don't want to either build a kinetic novel or a massive sandbox game. I still think the game lacks interactivity, but that will come with time. Overall, the game will remain a classic branching visual novel, but I'll possibly add some short and temporary sandbox events if I think it will fit well.

3) Finding the right way to build-up my story. This game must be exactly like Kill-la-Kill : it must have both plot and PLOT ;)

I don't have much more to tell you. The very next progress update I will make will probably be a quick summary of how the playtest went and what I'd have to do next.

Thanks to all the people who have been reading my progress reports, it cheers you up to see people getting involved even when you're not yet in a position to let people play a concrete game.
 

lnomsim

Active Member
Sep 12, 2021
577
839
If you are looking for a balance between sandbox and KN, look at 4 elements trainer, the story is linear (with choices that can influence the outcome of each book), and it has some sandbox elements that don't make the game that grindy (and with battles, mostly, so it would fit with your game)

I suppose skills will be involved since yours will be a battle game. Or is everything predetermined since you plan to go for A VN with choices?
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,052
2,190
If you are looking for a balance between sandbox and KN, look at 4 elements trainer, the story is linear (with choices that can influence the outcome of each book), and it has some sandbox elements that don't make the game that grindy (and with battles, mostly, so it would fit with your game)

I suppose skills will be involved since yours will be a battle game. Or is everything predetermined since you plan to go for A VN with choices?
Right now, my game is a pure VN, even during combat phases.

There are no turn-based combat mechanics like stats, skills or stances.

The very first fight is simply a unique choice between several options.
Players must pay attention to the story, since it will give them clues about the right choices.

The same fight can have different choices depending on the player's current playthrough.
As the scenes of each fight are linked to their choices, this means that the same fight can also have unique scenes depending on the route the player is on.

I'd like to develop this system as the game progresses, but I see a problem with it :

The more choices the fights involve, the more artworks are needed to illustrate them.

The very first fight (the most basic one) already has 11 original artworks + 5 variants.

I'm currently unavailable to commission more than 2/3 artworks a month and It's also important to bear in mind that artists can also sometimes have life problems that slow down their pace.

Updates that will be focused on fight scenes are going to take up a lot of my time.
Most updates won't be focused on fight scenes, but that doesn't make the problem go away.